New comps are needed for the following classes:
Bezerker- Bane is op and the last edition but not attainable for most players anytime soon
Priest: Eva is hardly outdated but she is fairly old in terms of top comp per class. Additionally the addition of counter and mag atk specs opens the door for interesting special abilities
Farseer: needs a new comp to compete with the other classes
Guardian: Roger is the only decent Guardian that can be used end game and he is marginal at best
Assassin: another hardly used class. Survivability is too weak, especially with all the new improved firepower we have
Druid: yes they got Arendale, but Druid is a versatile class and other than Arendale are any other Druid comps up to recent standards?

Zerker: You can't make it a skill attack without a skill attack spec, but a zerk er should have the ability to zerk out and hit multiple targets with escalating strength and and Debuffs. Basically it should be triggered by crit. Attack starts as a single attack lowers resilience by 500. If crit, zerk out will randomly attack another comp with 30% stun. Repeated until work fails to crit. Can attack entire party one time per turn if it crits each time.
Skill attack 20% health syphon - basically can heal for 20% of casters health b siphoning it from an opponent. Raises hit Pierce crit all by + 500
Special: 100% counter +500 crit and lethal

Priest: normal 20% heal all and raise all party defenses 10% no limit to stacks
Skill: resurrection restore any comp in lineup dead or under 20% health to 60% health
Special: 10% heal all whenever healer takes dmg and +25% counter and magic attack

Druid: attack a row or colum (same as kuan attacks) 15% life draw from targets to random 3 comps in party as a heal
Skill: raise all party defenses by 15% stacks no limit
Special: cocoon when comp is below 20% health 90% block of all dmg for 2 turns
Special: 5-10% life draw when attacked. Basically sucks 5-10% of the attackers health when they attack her

Guardian: attack all - reduces all targets attack power by a random amount 10,25, or 35%. This amount will be subject to block and dodge
Skill - all attack immune- with a twist. Dmg that would be received converted to a heal to the 2 comps in party that are lowest health.
Special: dmg share all party. Absorb 50% of damages
Special2 : guardian restores 50% health at start of each turn.

Here are some of my suggestions with an eye towards adding some variety in strategy, forcing some party diversity among the player base by making more comps viable, and giving a party with multiple angels small bonuses to increase cooperation among comps. Some of these have a lot of moving parts, but that is kind of the point as the more options a comp gives, the more options it provides in strategy and the more players will have to think about whom to pair them with.

Raphael: Priest – an angel with a long history of healing
Regular Attack: Each comp in your party heals 5% more from any source; lasts 4 turns; stackable; heal all comps 10% of their health
Skill Attack: Raphael is immune to all types of attacks; lasts 1 turn
Special One: Comps in your party, Raphael included, enrage at half normal rate from all sources.
Special Two: Block and Resilience +400 (+25 for each additional angel present)

Metatron: Mage – often identified as the Right Hand of God
Regular Attack: Stun single target with 100 percent chance for 1 turn unless target is immune to stun (for WB, stun chance is 40%)
Skill Atk: Skill attack against all enemies doing an extra 20% damage; 1 of player’s comps, randomly selected stunned for one turn.
Special One: Immune to Skill attacks and debuff immune; takes an extra 25% from elemental damage.
Special Two: Heal 10% max health once per turn (+2.5% for each additional angel present)

Remiel: Zerk – Angel often linked with the dead
Regular Attack: Damage all comps in a column; heal itself 5% of total damage it does with any regular attack
Skill Attack: 50% to resurrect a random dead companion at 25% health, +2.5% for each additional angel present (if there are no dead companions, nothing happens); every time a comp is resurrected each of the other comps in party loses 7% of their max health.
Special One: Automatic counter, unless the comp cannot be countered (e.g. Arendale);
Special Two: All enemy comps start battle with only 90% of their current health